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Infinite potential should not be allowed.

And yes, I'm taking about buildings in general. Someone might say "Ay but you lose tempo on board and it's 95% chance that they hold that punishment for it" or "if you place building at your base, there's a chance that enemy will corridor-spam you" or something like that.
There are reasons for that. First of all, you trade off tempo for potential benefit for it. Sometimes even single tick of the building can change the game. And that's completely fine. Second - everyone holds punishment EXACTLY because they don't want to see that infinite flood of robots or poison. BECAUSE those buildings can produce infinite resources, that can be pain in the ass, EVERYONE has punishment, not vice versa.
Let's go through all buildings, to give you a brief refresh.
Ebonrock - 3 mana 4-5-6-7-8 health. Great in offense as a tempo savior and defense, as a HP sponge.
Emerald Towers - 4 mana 3-4-4-5-6 health with 2-2-3-3-4 buff for every friendly unit in front. Somewhat tricky to pull off, but it buffs the line greatly.
TrueShot post - 5 mana 4-5-6-7-8 health with 3-4-5-6-7 attack to a random enemy unit - EXTREMELY powerful. The game is about units, and this thing can just wreck the opponent singlehandedly. And let me remind you - punishment deals 7 damage at the 5th level. Trade off one mana to gain a beefy unit with terrific passive? Is up to you.
Powder tower - 6 mana 3-4-4-5-6 health with 2-2-3-3-4 damage to all enemies on the board, base including. In my opinion, this is one of the most balanced cards - you plant a bomb, and if enemy is not able to defuse it - he gets punished for it, but just for one turn. It also can finish off bases without being close to it. Fair, right?
Moonlight aerie - 3 mana 3-4-5-5-6 health with 1-1-1-2-2 buff to all satyrs. Remember the gimmick of satyrs? And now increase its potential even further. With that little, cheap building you can boost your board by bazillion, if you have at least 2 satyrs, especially if they are at your base!
Pillars of doom - 6 mana 4-6-6-8-8 health with 2-2-3-3-4 damage to the enemy base. The nightmare of the silver players, and a joke to gold and above. Still, that can finish off bases, and there's nothing you can do. It has no infinite, but FINITE potential. Fun, right?
Hearth - 3 mana 3-4-4-5-6 health with 2-2-3-3-4 buff to a random unit or a structure. Hey, remember having good opening hand every single game? Me neither, but that thing can influence the board at any point of time! Buffing a unit that goes into the base! Increasing Ebonrocks to a 15+ HP because why the fuck not! And again, infinite potential.
Frozen Core - 5 mana 4-5-5-7-8 HP with 2-2-3-3-4 mana boost at the start of your turn. Do I even need to make a comment to this?
Unstable build - 2 mana 4-5-6-7-8 health, and loses 2 health at the start of the turn. Ladies and gentlemen. I present you the best well-rounded building in the entire game. Cheap, balanced, has potential, makes Fortification tonic into a viable card - A-tier! And no infinite potential!
Upgrade point - 3 mana 3-4-5-6-7 health with 2-2-3-4-5 buff to all friendly structures nearby. Considering the fact that most of ironclad is cheap structures, this building is superior, but not enough, because there is even better one.
Mech workshop - 4 mana 3-3-4-5-6 health, and spawns token constructs with 2-3-4-5-6 health, and those make step forward. It will spam, and spam, and spam those walking cans, until tile before workshop is blocked. But how can you do to it, if there's a stream of pain that is coming right after your ass?
Siege assembly - 5 mana 3-4-4-5-6 health and deals 3-3-4-5-6 to an enemy in front. Hey, did you know that the base in the code is also considered as an enemy? Well, after being face-robbed, now you know. FINITE potential.
Venomfall spire - 3-4-4-5-6 health, applies poison to 1-1-2-2-3 enemy units at the start of the turn. Also somewhat balanced building - you don't get a dead enemy unit - you only get an opportunity to do it with your other cards - and that is versatile. You make your moves based on the proc of it - and that's awesome. Yet, has infinite potential.
So, most of the buildings are completely broken - how do we solve a problem? There's some options.
Option A) give us a build-removing/damaging card, that allows us to deal that damage without any specific "if"s. Yes, I'm looking at you, Siedgebreakers. If buildings can fist us at the edge of the board - let us fist them back! If I can stand next to the building, it's 90% that I either can as well destroy it, or block it's action and then destroy. But that's not a solution.
Option B - make all buildings less beefier - exactly by 1 HP, and lose 1-2 HP after their action. This will prevent them from infinite potential, and at some point you will need to pay the price for the building again.
Option C - a building tick will require a mana, but that's complete crap.
Thank you for your time and interest, I'll be open to any suggestions or/and criticism. ( note: GIT GUD is not a criticism)

Abso-fucking-lutely agree with you..
Also you forgot about rockworkers.. I hate that card.. Buffy unit with an ability to create a structure.. that too far 5 Mana??? That's insane.. I have stopped complaining about winter deck coz devs don't give shit..

With the exclusion of Ebonrock & Unstable Build all buildings have infinite potential but are contained by their finite situations
If someone has infinite base health, PoD, and S.A. if left alone and take an infinite amount of turns to hit the base. However you can't kill infinite so place a value on the base, instantly give these buildings any number of turns to take down the target.
For other structures, even in their infinite value, they are limit by the finite amount of targets and space on the board.
Special Case: Frozen Core .... infinite ok good nuts. However, if the opponent is able to outvalue the use of your extra mana, after a while that value of FC become unless. Only 2 cards could benefit from an infinite potential FC.
Option A: Already in the game ..... Execution, Siegebreakers, Swarm "Broken" Truce...
Option B: Spend 4+ mana on a build that kills self. (Excluding Powder Tower)
Option C: Thanks for answering self-evaluating your idea
With the exception of a few buildings... Buildings increase or decrease in value in where and how they are played during the course of the game

I still hold the belieth that frozen core at level 4/5 is unstoppable unless you have execution in your hand. There is simply no way to destroy it and the turn after you will suffer the consequences of winter's most expensive cards and comboes, no matter how much you control the board .

As much as I like your finite/infinite observation of gameplay, i dont think a nerf would make the game a better place. What we really need is new way to deal with building :
1. unit that can pass through it
2. witches of the wild type of card that absorb some of the building strength.
3. jamming unit that sabotage building ability

> *Originally posted by **[Mikufaq](/forums/955764/topics/1822507?page=1#13097031)**:*
> And yes, I'm taking about buildings in general. Someone might say "Ay but you lose tempo on board and it's 95% chance that they hold that punishment for it" or "if you place building at your base, there's a chance that enemy will corridor-spam you" or something like that.
> There are reasons for that. First of all, you trade off tempo for potential benefit for it. Sometimes even single tick of the building can change the game. And that's completely fine. Second - everyone holds punishment EXACTLY because they don't want to see that infinite flood of robots or poison. BECAUSE those buildings can produce infinite resources, that can be pain in the ass, EVERYONE has punishment, not vice versa.
> Let's go through all buildings, to give you a brief refresh.
> Ebonrock - 3 mana 4-5-6-7-8 health. Great in offense as a tempo savior and defense, as a HP sponge.
> Emerald Towers - 4 mana 3-4-4-5-6 health with 2-2-3-3-4 buff for every friendly unit in front. Somewhat tricky to pull off, but it buffs the line greatly.
> TrueShot post - 5 mana 4-5-6-7-8 health with 3-4-5-6-7 attack to a random enemy unit - EXTREMELY powerful. The game is about units, and this thing can just wreck the opponent singlehandedly. And let me remind you - punishment deals 7 damage at the 5th level. Trade off one mana to gain a beefy unit with terrific passive? Is up to you.
> Powder tower - 6 mana 3-4-4-5-6 health with 2-2-3-3-4 damage to all enemies on the board, base including. In my opinion, this is one of the most balanced cards - you plant a bomb, and if enemy is not able to defuse it - he gets punished for it, but just for one turn. It also can finish off bases without being close to it. Fair, right?
> Moonlight aerie - 3 mana 3-4-5-5-6 health with 1-1-1-2-2 buff to all satyrs. Remember the gimmick of satyrs? And now increase its potential even further. With that little, cheap building you can boost your board by bazillion, if you have at least 2 satyrs, especially if they are at your base!
> Pillars of doom - 6 mana 4-6-6-8-8 health with 2-2-3-3-4 damage to the enemy base. The nightmare of the silver players, and a joke to gold and above. Still, that can finish off bases, and there's nothing you can do. It has no infinite, but FINITE potential. Fun, right?
> Hearth - 3 mana 3-4-4-5-6 health with 2-2-3-3-4 buff to a random unit or a structure. Hey, remember having good opening hand every single game? Me neither, but that thing can influence the board at any point of time! Buffing a unit that goes into the base! Increasing Ebonrocks to a 15+ HP because why the fuck not! And again, infinite potential.
> Frozen Core - 5 mana 4-5-5-7-8 HP with 2-2-3-3-4 mana boost at the start of your turn. Do I even need to make a comment to this?
> Unstable build - 2 mana 4-5-6-7-8 health, and loses 2 health at the start of the turn. Ladies and gentlemen. I present you the best well-rounded building in the entire game. Cheap, balanced, has potential, makes Fortification tonic into a viable card - A-tier! And no infinite potential!
> Upgrade point - 3 mana 3-4-5-6-7 health with 2-2-3-4-5 buff to all friendly structures nearby. Considering the fact that most of ironclad is cheap structures, this building is superior, but not enough, because there is even better one.
> Mech workshop - 4 mana 3-3-4-5-6 health, and spawns token constructs with 2-3-4-5-6 health, and those make step forward. It will spam, and spam, and spam those walking cans, until tile before workshop is blocked. But how can you do to it, if there's a stream of pain that is coming right after your ass?
> Siege assembly - 5 mana 3-4-4-5-6 health and deals 3-3-4-5-6 to an enemy in front. Hey, did you know that the base in the code is also considered as an enemy? Well, after being face-robbed, now you know. FINITE potential.
> Venomfall spire - 3-4-4-5-6 health, applies poison to 1-1-2-2-3 enemy units at the start of the turn. Also somewhat balanced building - you don't get a dead enemy unit - you only get an opportunity to do it with your other cards - and that is versatile. You make your moves based on the proc of it - and that's awesome. Yet, has infinite potential.
> So, most of the buildings are completely broken - how do we solve a problem? There's some options.
> Option A) give us a build-removing/damaging card, that allows us to deal that damage without any specific "if"s. Yes, I'm looking at you, Siedgebreakers. If buildings can fist us at the edge of the board - let us fist them back! If I can stand next to the building, it's 90% that I either can as well destroy it, or block it's action and then destroy. But that's not a solution.
> Option B - make all buildings less beefier - exactly by 1 HP, and lose 1-2 HP after their action. This will prevent them from infinite potential, and at some point you will need to pay the price for the building again.
> Option C - a building tick will require a mana, but that's complete crap.
> Thank you for your time and interest, I'll be open to any suggestions or/and criticism. ( note: GIT GUD is not a criticism)
>
My "Silver-player alert" sense is tingling right now

> _Originally posted by **[Kim_in_the_north](/forums/941638/topics/1822507?page=1#13097090):**_
> Abso-fucking-lutely agree with you..
> Also you forgot about rockworkers.. I hate that card.. Buffy unit with an ability to create a structure.. that too far 5 Mana??? That's insane.. I have stopped complaining about winter deck coz devs don't give shit..
Compared to its counterparts in different faction, Rockworkers is... Fair.
Rockworkers for winter
Probably one and only winter that actually maintain frontline. Can backfire if structure spawned in the front of your base. (Total potential value at lvl 5 8+8=16).
Amberhides for shadowfen.
Situational but way more rewarding, since it absorbs and then attacks the enemies. (Total potential value at lvl 5 8+8+8=24)
Dreadfauns for swarm
Less strength but more versatile, creates board present that can MOVE instead of a buffy structure. (Total potential value at lvl 5 6+4+4=14)
Windmakers for ironclad
Less situational and highly destructive. It pushes, inflicts, and it happens twice. (Total potential value at lvl 5 3+7+7=17)
All of them cost 5 mana and all of them are oozing values. What makes rockworker annoying most of the time is that it maintains its value pretty well without any constraints except that it has to be in the right spot. Other than that the card itself is average. IMO

> *Originally posted by **[saintgrimm1](/forums/955764/topics/1822507?page=1#13101326)**:*
> Try adding an execution and blade storm to your deck as well as some mobility units. Jeez.
Agree with some of the comments you said in other posts but saying "Add this or that in your deck" doesn't solve the world problems
Some of those structures are being used and are key components of the top ranks meta (Upgrade, Frozen Core, even some wonky low-tier Trueshot/Pillars decks)
Some of them i think they need a nerf (Been calling a -1 str. nerf on Upgrade Point for a lot, we don't want another 7str. 3 mana "Moonlit Aerie" meta nightmare)
And Bladestorm is almost unplayable outside Earyn decks.

> _Originally posted by **[xChikyx](/forums/941638/topics/1822507?page=1#13102389):**_
> Spell Proposal:
>
>
> Earthquake
>
> Costs 7
>
> Destroy all Structures
100% agree.. broken earth drakes at level 5 is evil.. it single-handedly ruins all the plans which you have carefully hatched.. we should really have a card which destroys all structures at level 5.. it can be considered as spell hero.. lol
Like seriously.. as the game progresses it becomes increasingly difficult to destroy winter structures, even if you have execution, needle blast etc..

> _Originally posted by **[Kim_in_the_north](/forums/941638/topics/1822507?page=1#13102975):**_
> > _Originally posted by **[xChikyx](/forums/941638/topics/1822507?page=1#13102389):**_
> > Spell Proposal:
> >
> >
> > Earthquake
> >
> > Costs 7
> >
> > Destroy all Structures
>
> 100% agree.. broken earth drakes at level 5 is evil.. it single-handedly ruins all the plans which you have carefully hatched.. we should really have a card which destroys all structures at level 5.. it can be considered as spell hero.. lol
> Like seriously.. as the game progresses it becomes increasingly difficult to destroy winter structures, even if you have execution, needle blast etc..
They should change those satyrs that deal damage to buildings, to destroy all surrounding buildings at lv5